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Macauda, Anita – Research on Education and Media, 2018
This contribution presents the results of research on teaching practices supported by augmented reality conducted in school contexts in the three-year period 2015-2017. With reference to the objectives of the National Plan for Digital Education relating to the realisation of innovative learning pathways to promote critical thinking, reflection and…
Descriptors: Computer Simulation, Simulated Environment, Teaching Methods, Educational Technology
Sirakaya, Mustafa; Alsancak Sirakaya, Didem – Malaysian Online Journal of Educational Technology, 2018
This study aimed to identify the trends in the studies conducted on Educational Augmented Reality (AR). 105 articles found in ERIC, EBSCOhost and ScienceDirect databases were reviewed with this purpose in mind. Analyses displayed that the number of educational AR studies has increased over the years. Quantitative methods were mostly preferred in…
Descriptors: Simulated Environment, Teaching Methods, Literature Reviews, Research Methodology
Fominykh, Mikhail; Leong, Peter; Cartwright, Brenda – Journal of Interactive Learning Research, 2018
In this paper, we explore role-playing and experiential learning approaches applied in an immersive virtual environment for a professional counseling distance course. Training professional counselors requires practice and therefore possesses a challenge for the distant education. Although both counseling professionals' codes of ethics provide…
Descriptors: Role Playing, Experiential Learning, Counselor Training, Distance Education
Tornqvist, Dominicus – International Journal of Game-Based Learning, 2014
There is a kind of seemingly nonsensical play behavior found in the simulation sandbox game genre. This behavior is very spontaneous and impulsive and associated with self-initiated learning, and here the author seeks to better understand what it is, and why it seems associated with simulation sandbox games. That is: What purpose does it serve,…
Descriptors: Play, Computer Simulation, Motivation, Teaching Methods
Bicen, Huseyin; Bal, Erkan – World Journal on Educational Technology: Current Issues, 2016
The rapid development of the new technology has changed classroom teaching methods and tools in a positive way. This study investigated the classroom learning with augmented reality and the impact of student opinions. 97 volunteer undergraduate students took part in this study. Results included data in the form of frequencies, percentages and…
Descriptors: Student Attitudes, Opinions, Simulated Environment, Computer Simulation
Piu, Angela; Fregola, Cesare; Santoro, Anna – European Journal of Science and Mathematics Education, 2016
As indicated in numerous research studies, schoolchildren encounter many difficulties and obstacles in learning the multifaceted concept of the angle. In order to explore the possibility of enhancing schoolchildren's understanding of such a concept, the authors present a study that aims at investigating some structural characteristics of…
Descriptors: Educational Games, Simulated Environment, Elementary School Students, Elementary School Mathematics
Cochrane, Thomas; Narayan, Vickel; Antonczak, Laurent – Journal of Interactive Learning Research, 2016
Smartphones provide a powerful platform for augmented reality (AR). Using a smartphone's camera together with the built in GPS, compass, gyroscope, and touch screen enables the real world environment to be overlaid with contextual digital information. The creation of mobile AR environments is relatively simple, with the development of mobile AR…
Descriptors: Telecommunications, Handheld Devices, Photography, Geographic Information Systems
Kirkman, Robbie – Primary Science, 2016
The Eden Project, an educational charity based in Cornwall, is home to the largest rainforest in captivity and is a unique and awe-inspiring destination. It is one thing to talk about the idea of adaptation to environment but quite another to actually go into the rainforest and use your senses to explore up close living examples of ingenious plant…
Descriptors: Science Instruction, Elementary School Science, Science Curriculum, Science Activities
Serviss, Jennifer – ProQuest LLC, 2016
This study was conducted to examine the perceptions of potential college students after participating in a recruitment presentation of a university. The focus was to conduct user research to establish some causal relationship between the design of a university marketing tool and a behavior such as the interest of potential students in the…
Descriptors: Student Attitudes, College Bound Students, Marketing, Student Recruitment
Molka-Danielsen, Judith; Hadjistassou, Stella; Messl-Egghart, Gerhilde – Research-publishing.net, 2016
This research is motivated by the emergence of virtual technologies and their potential as engaging pedagogical tools for facilitating comprehension, interactions and collaborations for learning; and in particular as applied to learning second languages (L2). This paper provides a descriptive analysis of a case study that examines affective…
Descriptors: Teaching Methods, Educational Technology, Technology Uses in Education, Simulated Environment
Loiseau, Mathieu; Hallal, Racha; Ballot, Pauline; Gazidedja, Ada – Research-publishing.net, 2016
In this paper, we present a learning game designed according to a strategy focusing on favouring the learners' "playful attitude". The game's modalities pertain to what we might call "guessing games". The chosen avatar of such guessing games both exists as learning and Commercial Off The Shelf (COTS) board games. We explain in…
Descriptors: Educational Games, Technology Uses in Education, Educational Technology, Second Language Learning
Mystakidis, Stylianos; Berki, Eleni – International Journal of Web-Based Learning and Teaching Technologies, 2018
The University of Patras' Library Services designed and offered to primary and secondary schools the pilot educational program "From the Ancient to the Modern Tablets," featuring immersive multimedia learning experiences about the book history. The pilot program consisted of three stages: a playful library tour, followed by an…
Descriptors: Foreign Countries, Story Telling, Educational Technology, Technology Uses in Education
García, Mercedes Rico; da Silva, Paula Ferreira – Teaching English with Technology, 2018
Living in a global world involves not only mastering languages, but also dealing with different habits and values. It becomes critical with students trained to deal with a multicultural public, such as the group of learners from tourism covered by our research. Our proposal aims to analyze whether the virtual world of Second Life (SL) facilitates…
Descriptors: Hospitality Occupations, Tourism, Undergraduate Students, Foreign Countries
Yükseltürk, Erman; Altiok, Serhat; Baser, Zeynep – Educational Technology & Society, 2018
The present study investigates the effects of game-based language learning with Kinect technology on students' self-efficacy beliefs and attitudes toward English. The study was conducted at a state university located in Central Turkey. Foreign language education is promoted in Turkey, yet because of several factors, among which weekly hours of…
Descriptors: Foreign Countries, Second Language Learning, English (Second Language), Educational Games
Kang, Myunghee; Yoon, Seonghye; Kang, Minjeng; Jang, JeeEun; Lee, Yujung – Journal of Educational Multimedia and Hypermedia, 2018
The purpose of this study was to design and develop an educational game which facilitates building adolescents' knowledge and attitudes in financial principles of a daily life. To achieve this purpose, the authors designed a learner-centered big game for financial education by applying an experience-based triple-diamond instructional design model…
Descriptors: Adolescents, Knowledge Level, Student Attitudes, Money Management

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